# Configuration file

####################
# _general
#===================
# Spawn rates for each mob type and miscellaneous options.
####################

_general {
    # (0.0-INFINITY) The block breaking speed multiplier for mobs, relative to the player's block breaking speed. Default is 50% speed.
    D:break_speed=0.5

    # (True/false) If true, all mobs that retaliate will call for help from nearby mobs of the same type when struck. Default is true.
    B:call_for_help=false

    # (Entity list) Comma-separated list of passive mobs (by entity id) that are made "neutral". You may put a tilde (~) in front of any entity id to make it specific. Specific entity ids will not count any entities extending (i.e., based on) the specified entity.
    # May or may not work on mod mobs.
    S:depacify_list=

    # (True/false) If true, passive mobs will seek out and eat the items used to breed them laying on the floor.
    B:eat_breeding_items=true

    # (True/false) If true, when mobs eat breeding items off the floor, they will regain health.
    B:eating_heals=true
}


####################
# jockeys
#===================
# Options relating to which mobs should act as riders or mounts.
####################

jockeys {
    # (0.0-1.0) Chance for a valid rider mob to actually get the rider AI. Default is 10% chance.
    D:_rider_chance=0.25

    # (Entity list) List of mobs that can be ridden on by normal-sized riders (normally non-aggressive mobs must have pathfinding AI enabled). Defaults to any kind of spider, pig, sheep, or cow.
    S:mount_list=Spider,Pig,Wolf

    # (Entity list) List of mobs that can be ridden on by small riders or normal-sized riders that are babies (normally non-aggressive mobs must have pathfinding AI enabled). Defaults to any kind of chicken.
    S:mount_list_small=Chicken

    # (Entity list) List of mobs that can ride normal-sized mounts (note that the entity must have pathfinding AI enabled). Defaults to any kind of zombie, skeleton, or creeper.
    S:rider_list=Skeleton,Zombie

    # (Entity list) List of mobs that can only ride small mounts (note that the entity must have pathfinding AI enabled). Defaults to none.
    S:rider_list_small=
}


####################
# passive_griefing
#===================
# Options to customize monsters' passive block griefing.
####################

passive_griefing {
    # (True/false) If true, mobs will passively grief you while not doing anything else. Default is true.
    B:_enabled=true

    # (True/false) If true, block breaking AI will automatically target all light sources. Default is true.
    B:break_lights=true

    # (True/false) If false, the lound snapping sound will not be played when greifing. Default is true.
    B:break_sound=true

    # (Integer > 0) The lower this number is, the more frequently mobs will search for things to grief. Default is 1/20 chance per tick.
    I:grief_delay=20

    # (0.0-INFINITY) Mobs' reach (from eye height) when griefing blocks. Player reach is about 4.5. Default is 3.5.
    D:grief_range=3.5

    # (Integer > 0) The global maximum number of solid blocks to scan per tick when mobs search for a block to grief. Default is 256 blocks per tick.
    I:grief_scan_cap=256

    # (Integer >= 0) The range at which mobs will search for blocks to grief. Default is 16 blocks.
    I:grief_scan_range=16

    # (True/false) If true, griefed blocks will leave item drops. Default is true.
    B:leave_drops=true

    # (True/false) If true, creepers will be very mad about not having arms to break things with, and resort to what they know best...
    B:mad_creepers=false

    # (Entity list) List of mobs that gain passive griefing AI (note that the entity must have pathfinding AI enabled). Defaults to any kind of zombie or creeper.
    S:mob_list=Zombie,Enderman

    # (True/false) If true, mobs will only target blocks they have the tools to harvest. Default is false.
    B:requires_tools=false

    # (Block list) Specific blocks that will be targeted by mobs. Defaults to farmland, beds, wooden doors, fence gates, ladders, and cakes.
    # This is a comma-separated list. You may specify metadata (0-15) with a colon after the id, followed by the metadata. For example, "92" will cause mobs to target all cakes, while "92:0" will cause mobs to only target cakes that have not been partially eaten.
    S:target_blocks=60,26,64,107,65,92,25131,1484,50,2522,76,600,900:2,1474:0,1752:6,1760:1,2003,2004,2529,3131:11,3146:9,3400:0,3400:13,13586,2516,3306,126,1471,3243,20,102,2793,89,4094,91,121,2502,35
}


####################
# special_ai
#===================
# Options to control the types of special AI and their weighted chances of occurring.
####################

special_ai {
    # (0.0-1.0) Chance for a valid mob in mob_list_1 to get a special AI pattern. Default is 5% chance.
    D:_chance_1=0.25

    # (0.0-1.0) Same as _chance_1, but for for mob_list_2. Default is 20% chance.
    D:_chance_2=0.10

    # (0.0-1.0) Same as _chance_1, but for for mob_list_3. Default is 0% chance.
    D:_chance_3=0.05
    I:ai_barrage=0
    I:ai_charge=1
    I:ai_jump=0
    I:ai_leap=1
    I:ai_shaman=0
    I:ai_spawner=0
    I:ai_sprint=1
    I:ai_throw=1
    I:ai_throw_player=1

    # (Entity list) List of mobs that can gain special AI patterns (note that the entity must have pathfinding AI enabled). Defaults to any kind of zombie.
    S:mob_list_1=Zombie

    # (Entity list) Same as mob_list_1, but uses _chance_2. Defaults to any kind of skeleton.
    S:mob_list_2=Skeleton

    # (Entity list) Same as mob_list_1, but uses _chance_3. Defaults to none.
    S:mob_list_3=Enderman,Creeper
}


